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FrameBreaker

Break enemies apart. Steal their parts. Build your ultimate frame.

A mobile mech-building action RPG inspired by the discontinued Gundam Breaker Mobile (2019–2023). FrameBreaker captures everything fans loved — cross-series Franken-building, part-break loot, EX skill combos — without the predatory gacha that killed the original.

Concept

You are a pilot competing in sanctioned Frame Battle circuits. Each match is a real-time arena fight against enemy AI frames. Destroy an enemy's arm? That arm flies off and drops to the ground. Pick it up. Install it mid-match. Use their own weapon against them.

Between matches you return to your workshop: upgrade parts, swap loadouts, paint your frame, and theorize the next build. Then queue up and do it again.

Core pillars:

  • Break → Collect → Build — the core loop never changes
  • Cross-series Franken-building — heads, torsos, arms, legs, weapons from hundreds of frame archetypes that can be mixed freely
  • Aesthetic ≠ Stats — any part can be made viable through the Synthesis system; you never have to choose between looking cool and being effective
  • Skill expression, not wallet expression — no gacha; progression is earned through play

Gameplay Overview

The Break System

Enemy frames have 8 breakable zones: head, torso, L/R arms, L/R legs, backpack, and shield. Targeting specific zones breaks off those parts and spawns them as loot. Break a leg → enemy slows. Break the backpack → they lose their ranged artillery. Break the head → they lose target-lock. Strategic destruction matters.

Part Slots (per frame)

Slot Notes
Head Affects sensor range, lock-on speed
Torso Core HP + passive trait pool
Left Arm Independent melee weapon slot
Right Arm Independent melee weapon slot
Left Shoulder Ranged weapon or builder attachment
Right Shoulder Ranged weapon or builder attachment
Legs Movement speed, dodge stats
Backpack Thruster, wing, or utility unit

Both arms have independent loadouts — run dual blades, dual cannons, or mix. Two-handed weapons occupy both arm slots for maximum single-weapon power.

EX Skills

Every part carries an EX Skill — a powerful active ability (beam burst, blade rush, shield slam, AoE mine, etc.). You equip up to 4 EX Skills simultaneously drawn from any of your equipped parts. The EX gauge fills through combat. Chain skills for combos.

Burst Mode: Fill the burst bar fully → activate → temporary supercharge with enhanced stats and a frame-specific Burst EX. Visually transforms your frame's appearance during the burst window.

OP Skills

Up to 8 passive OP Skills (cooldown-driven utility abilities) run in the background: auto-heal on break, counter-dodge, chain boost, combo extender, etc.

Word Tags & Synergy

Every part carries two Word Tags (e.g., High Mobility, Coordinator, Newtype, Long Range, Mobile Fighter). Stack matching tags across your 8 slots to trigger Synergy Bonuses — the deeper the match, the stronger the bonus. Thematic mono-builds get rewarded. Mixed-archetype builds require smarter tag choices.

Elemental Attributes

Six attributes: Fire, Ice, Wind, Thunder, Light, Dark. Each part has an attribute. Stack same-attribute parts for Attribute Link bonuses at 8 / 10 / 12 link points. Attribute type-matchups add a soft strategic layer to matchmaking.

Progression

Frame Power Rating (FPR)

A composite stat across all 8 slots — quick read on overall build strength.

Synthesis System

  • Level Up: Feed duplicate parts or materials to increase a part's level cap
  • Rarity Upgrade: Use Synthesis materials to raise a part from 1★ → 5★
  • Skill Transfer (5★ Mastered): At max rarity, a part's EX Skill becomes Mastered — permanently portable to any future build regardless of which part is equipped. Build what looks good; your best skills travel with you.
  • Cannibalize: Absorb a part's abilities into another part. Keep your favorite aesthetic piece; transplant the stats from something uglier but powerful.

Pilot System

Separate character roster: licensed frame pilots with passive squad bonuses and unique support triggers. Pilots are earned through gameplay and events — not gacha. Assign pilots to frames for their passive stacks.

Game Modes

Mode Description
Campaign Story-driven missions, three difficulty tiers. Harder = better loot.
Circuit Rotating weekly mission sets with special ruleset modifiers.
Raids 3-player co-op boss battles against giant enemy frames.
Bounty Hunt Async PvP: every player has a bounty; defeating others increases yours. No ranked ladder.
Workshop Build, paint, pose, and photograph your frames. Share to the community gallery.

Monetization Philosophy

Buy-to-play with cosmetic DLC only. No gacha. No energy timers. No PvP powercreep.

  • One-time purchase (mobile premium or free with ad-removal IAP)
  • Season Passes: New frame packs (parts, story missions, cosmetics) — never stats
  • Cosmetic bundles: Decal sets, paint shaders, builder ornament packs
  • Breaker Boosters: Consumable loot multipliers earnable through S-rank clears; also purchasable for convenience — never mandatory

The lesson from GBM's shutdown: whale PvP killed the community. FrameBreaker has no ranked PvP that can be pay-to-win by design.

Tech Stack (Target)

Engine: Godot 4 (open source, mobile-friendly, strong 3D performance on mid-range Android/iOS)

Architecture:

  • Client: GDScript / C# hybrid (performance-critical systems in C#)
  • Server: Elixir/Phoenix (real-time multiplayer, co-op raids, leaderboards)
  • Database: PostgreSQL + Redis
  • Asset pipeline: Blender → GLTF → Godot

Target platforms: Android (primary), iOS, PC (via Godot export)

Repo Structure

framebreaker/
├── docs/
│   ├── DESIGN.md          # Full game design document
│   ├── SYSTEMS.md         # Individual system specs
│   ├── ART_DIRECTION.md   # Visual style guide
│   └── ROADMAP.md         # Milestone plan
├── client/                # Godot 4 project
├── server/                # Elixir/Phoenix backend
├── assets/                # Source art, models, audio
└── tools/                 # Build scripts, asset pipeline

Status

Pre-production. Design documentation phase. No playable build yet.

Contributions welcome — especially:

  • Game designers with mobile action RPG experience
  • Godot 4 generalists
  • 3D artists familiar with mech/robot aesthetics
  • Backend engineers (Elixir/Phoenix preferred)

Inspiration

Built on the shoulders of Gundam Breaker Mobile (2019–2023, Bandai Namco), Gundam Breaker 3, and Gundam Breaker 4. FrameBreaker is an original IP — no Gundam licensing, no IP encumbrance. The mechanic DNA is the inspiration; the world is entirely new.


"The best Gunpla is the one you built yourself."


License

MIT — build it, fork it, make it yours.

About

Mobile mech-building action RPG — break enemies apart, steal their parts, build your ultimate frame.

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